Real's suggestion is super-cool. Especially if the pelts from these fights can be made to give armour made from them superior qualities to anything a regular creatures pelts would give. Similar to having a refined iron object instead of using bog iron

A really bad sword with a short blade lies here. look sword This sword hardly even a sword. It's kind of really just a piece of metal bent like a sword. Its blade is rather short. Kind of pathetic, really.

I don't know how difficult a change it might be, but is there any chance we could get antlers turned into a consumable with multiple charges?

I guess it would depend on the size of the antlers, but I feel like a large set from a large deer could produce at least two or three handfuls of carved beads, instead of the one for one situation we have now.

Sabrelon wrote:I don't know how difficult a change it might be, but is there any chance we could get antlers turned into a consumable with multiple charges?

I guess it would depend on the size of the antlers, but I feel like a large set from a large deer could produce at least two or three handfuls of carved beads, instead of the one for one situation we have now.

Done. Same for horns.

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Real wrote:Adroit hunting crafts keyed to specific zones of the forest and no seasonal variance.

Like, only Mirkwood-Deep, Mirkwood-Elven, Mirkwood-Valley or Cave and a different animal for Winter, Spring, Summer and Autumn. It wouldn't necessarily have to be covered in all zones for all seasons but it would bring the hunters of the two spheres together to the various parts of the map to fight over hunting the best animals and promote another PVP dynamic.

Also, we could hunt really tough enemies without the worry of people spawning them near the town/mountain. Cave, maybe not so much but I imagine orc players would see a sudden powerful threat as a positive experience, maybe I'm wrong. Worst case, make a new one called Dark-Cave or Mirkwood-Cave or something random and go with that. Make the cost of entry high, give it a humongous timer and a tiny branch rate so only a very long-lived PC will know how to hunt the animals of legend and you have a high-end hunting craftset that can create a lot of RP with its crafts.

Make 'some strong-smelling bait' easy to acquire via NPC but cost a gold piece. Thus, the pelt of a great bear or dire wolf has extreme value and items produced from it should follow suit, if only in the sense of rarity (put nice variables and the wearers of white or finecolor leather armor will be content to pay any amount, trust me). If not that desc for the bait then another, it doesn't really matter but the expensive catalyst seems necessary to balance people only hunting these once they get to a high enough skill level.

One other way you could do it would be to tie in rare and difficult-to-acquire bait with high-end herbs in the foraging-herbalism subset. That way the coin is out of the equation and it's manageable by people with the right knowledge in forestry.

^ Maybe when butchered the stag meat fills you up more, who knows. Give it tons of hp and natural armor and buck AI so it's just the toughest traditional hunt possible. Definitely higher Hide though so they disappear quicker. This being the tradeoff against having to face a death squad of wolves or a superbear for these high-end hunting goods.

This sounds like fun. Something like it will be one of my projects in the coming month. But first I've got mobile spawning and quality rebalancing and armor/weapon crafts ahead of me, and a bunch of other miscellaneous stuff.

I would like to see some fur cloaks that make the use of small pelts, possibly non-armor if one must. Any number of fur-trimmed articles: boots, gloves (non-armor), hats. Leather clothes: vest/bodice, apron. More use of suede! (Should fix that pelt-to-suede craft first.) More boot types.

A small, shell-grey-eyed male begins to flicker and flash, turning to a red color as such happens. Without warning, a slim, silver-hilted lightsaber hilt ignites with a ruby-hued length. "Incorrect. I am programmed for queries, not pleasure."

Another suggestion(which may very well be questionable): Light cloaks with a cloth backing, but are covered with carefully-layered leaves and bark. It may not be much perhaps in the way of protection from blows, but maybe a little natural elemental protection (cold/heat), and a small boost to hiding?

I know, it's way out there. Feel free to shoot me down.

A small, shell-grey-eyed male begins to flicker and flash, turning to a red color as such happens. Without warning, a slim, silver-hilted lightsaber hilt ignites with a ruby-hued length. "Incorrect. I am programmed for queries, not pleasure."

Suede and leather are still a bit different though. Same materials, different appearance. Personally, I enjoy leather pants over leggings.

A small, shell-grey-eyed male begins to flicker and flash, turning to a red color as such happens. Without warning, a slim, silver-hilted lightsaber hilt ignites with a ruby-hued length. "Incorrect. I am programmed for queries, not pleasure."

I would like to see some fur cloaks that make the use of small pelts, possibly non-armor if one must. Any number of fur-trimmed articles: boots, gloves (non-armor), hats. Leather clothes: vest/bodice, apron. More use of suede! (Should fix that pelt-to-suede craft first.) More boot types.

Should just be able to add the pelt type to the list of usable ones in the crafts. The hard part would be killing all the rabbits or whatever necessary to get all matching variables to assemble.

I realize this is a far-in-the-distant-future implementation, but I wondered if it might be considered in the way crafts are structured? I would like to see some way for sewing, spinning, and weaving to be separated out to a degree in how they are branched and how skill gains are applied. They are in fact quite different skills and while most self-sufficient farm women probably would have been able to do all of them well enough to make rough but serviceable clothing out of wool or flax, the specifics of weaving very fine cloth or dyeing vibrant colors or spinning high enough quality threads to make fine clothing would have required a bit more knowledge and experience. It wouldn't make sense to me to have a character branch "sew mittens" by spinning up a skein of coarse flax thread, for example.

I would also love to see a basic level "mending" skill be made available as a general skill with the ability to fix small tears and holes in your gear with basic materials, with a worse quality output than going to a professional. This would be easier done with clothing than with armor, which requires more specific knowledge to do anything more than roughly sew a leather patch on. So if your shirt gets ripped while you're out in the woods, you can opt to fix it yourself as a stopgap to prevent further damage, at the cost of the repair being uglier and not lasting as long as if you'd taken it back to town and had the tailor fix it for you.

I'd also like to see the ability to craft rough leather clothing using sinew rather than thread. Some tweaks in materials and appearance might make such a craft useful to the orc sphere.

Something to stack 10, 20, or 30 logs up, to get rid of some of the spam when looking at a room. Yes, it'd be lots of single logs when things were unstacked, but it would help de-clutter areas.

We could do this, but as craft couldn't be performed on the stack, we'do need a de stacking craft as well. Unfortunately the craft code does not love stacked items, so we really couldn't just make them stacked from that perspective.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

Something to stack 10, 20, or 30 logs up, to get rid of some of the spam when looking at a room. Yes, it'd be lots of single logs when things were unstacked, but it would help de-clutter areas.

We could do this, but as craft couldn't be performed on the stack, we'do need a de stacking craft as well. Unfortunately the craft code does not love stacked items, so we really couldn't just make them stacked from that perspective.

On a related note, I had ten jars of dye eaten in much the same way. I went to dye some leather, and it ate all ten jars.

A small, shell-grey-eyed male begins to flicker and flash, turning to a red color as such happens. Without warning, a slim, silver-hilted lightsaber hilt ignites with a ruby-hued length. "Incorrect. I am programmed for queries, not pleasure."

This is a known problem and has been mentioned previously. Stacked items that are stacked due to a purchase from a store or loaded by an admin NEED to be separated out or your crafts will eat them all.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?